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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Messages - Slapdash

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Technical forum / Re: ANN: The future of WME
« on: May 13, 2010, 08:47:14 AM »
I see some Ogre references (both in files and now in the nav-mesh post). Are you planning to use the Ogre format for 3D model Animation/ Objects?
Yes, WME2 is using the amazing Ogre3D as its underlaying rendering engine, so internally the ogre .mesh format will be used for meshes and animations. I would like to provide importer for some generally supported format (Collada or FBX).

Great idea on the Collada / FBX in addition to .mesh. Reason being that not all graphics apps supports/will support .mesh exporters perfectly. Whereas most 3D apps at least have collada or fbx.
Thinking Later versions of XSI, Lighhtwave, Cinem4D, not to mention cheaper apps like Carrara and so forth.

But so far I'm liking what I'm hearing - Seeing.
I didn't get any crashes or anything in my tests.

Windows 7 64bit. Nvidia GFX card.


2
Technical forum / Re: ANN: The future of WME
« on: May 10, 2010, 10:56:30 AM »
Hehe, thanks for your enthusiasm, Slapdash.
I'm very happy about this release. I have this game idea and I wanted to wait for WME2 to start with it. And i'm happy to see even though it's very little that it works. :)


Quote
Yeah, well, I kind of just did, I guess :) Finally linked the semi-hidden wme2 blog.

I will definitely start a wme2 forum subsection sooner or later. I'm just not sure if I have enough info to share.

Yeah I think that will be a great idea. Mnemonic I think all the WME users would like to be involved in this, I think you should be a little less modest and share your thoughts. ;)


Quote

I was considering a nav-mesh editor (something like the GECK editor for Fallout 3 has), but eventually I decided an import of ordinary mesh would be enough. Also I'd like to try integrating recast in the future, for automatic nav-mesh generation. I'm curious about the results.


Recast looks very promising I remember reading some info on it a little while ago, that would definitely negate the whole nav-mesh editor. 
One could also play then with transparent blocks if you want to have specific areas no-go. I.e Force collision.
Here was a possible release of a path-finding engine - XNA based. Not sure if the guy is still going to release it though.
http://www.synapsegaming.com/forums/t/1003.aspx


I see some Ogre references (both in files and now in the nav-mesh post). Are you planning to use the Ogre format for 3D model Animation/ Objects?




3
Technical forum / Re: ANN: The future of WME
« on: May 09, 2010, 06:25:58 PM »
 O0 ::rock ::beer ::beer ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup ::thumbup ::wave :o :o :o :o :o
YEAH!!!!!!!!!!!!!!!!!! WM2 TEST.  SO far I LOVE it Mnemonic!!!
If I find any bugs or anything I'll let you know but man oh man, this works so well.
Personally I think you should make WME2 Dev more.. "Official" now.  It will help you get more feedback and maybe give you some inspiration.

Anyway we can edit play with the NAV mesh area?

Why not make an WME2 ideas area, then you can list them as you do for the todo list / bug fixes
 of the current WME? THat way you won't be deving in a vacuum. :D
Just playing with this demo game me so much ideas of what this engine could be!
Thanks!

4
Community bulletin board / Re: What do you hate about WME?
« on: February 01, 2010, 02:51:28 PM »
I'm working on a new scene right now and got some more stuff I kind of hate and would like in WME2:

1. Direct Placement of actual .entity objects in SceneEdit without loading them over script
2. Ability to scale and rotate objects within the tools, especially SceneEdit

Late-Late Afteredit: I hate that I can't select multiple items in SceneEdit. I wanted to move a few items at once around to a new location incl. a region entity, but it's not possible :(

Definitely  ::thumbup
+1

5
Community bulletin board / Re: What do you hate about WME?
« on: January 11, 2010, 02:44:23 PM »
Wow.. I'm finally posting hehe.
I wont call it hate either but I will put it out there...

OK I know the heated debates that was on Adventure Developer... but here goes.
1.) The fact that my games can only run on Windows and not on Mac is a pity. ...(and Linux although one can Wine ;) ) i.e I would like to get my games playable on Mac esp.  Not the editor. Windows happy there. I KNOW I KNOW!!! Direct3D etc.  but you DID ask. :D

2.) A few posts up someone mentions the scaling. Non-Scaling  is a bit of a bummer.

3.) The Fact that we don't have full 3D with our 2.5D heaven. Would be fantastic to be able to have a point and click engine with 3D / 3D camera / lighting / shadows.


I'm happy with WME as is but those ... would be awesome. I kinda hate that it's not possible, but I can't hate anything Wintermute tbh.

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